/Engine/Source/Runtime/Engine/Classes/PhysicsEngine/ClusterUnionComponent.h
struct FClusteredComponentData
TArray<Chaos::...
AllPhysicsObjects
Every physics object associated with this particular component.
TSet< int32 >
BoneIds
Set of bone Ids that we actually added into the cluster union.
bool
bPendingDeletion
bool
bWasReplicating
TSet<FExternal...
CachedAccelerationPayloads
Cached acceleration structure handles - needed to properly cleanup the component from the accel structure.
TSet<Chaos::FP...
PhysicsObjects
Set of physics objects that we actually added into the cluster union.
TWeakObjectPtr<...
ReplicatedProxyComponent
Using aTWeakObjectPtrhere because theUClusterUnionReplicatedProxyComponentwill have a pointer back and we don't want to get into a situation where a circular reference occurs.